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Space Funeral Review
Space Funeral Review
ahahaa OUTRE SPACE is p good. Also thanks for the review! I think someone else mentioned the way you sometimes leave areas by walking offscreen and sometimes do it by pressing a key, my rationale for this was that you should use the action button to open doors in and out of houses but judging from reaction I probably should have thought it out a lil bit more.
incidentally the sailing music was originally gonna be a baltimore club song called Shorty You Fat but i had to change it because it overshadowed literally everything else in the game.
incidentally the sailing music was originally gonna be a baltimore club song called Shorty You Fat but i had to change it because it overshadowed literally everything else in the game.
The Astonishing Captain Skull Review
Actually this game is not based off of Go Go Amazing Skull but rather the original (and by far superior) manga series Hatsuya no Goyate Bishnu (lit. "Erotic Skull Mission"). I wouldn't expect a "gaijin" to have heard of it tho....
Anyway, thanks for the review! Incidentally the music isn't custom but was taken from freemusicarchive.org.
Anyway, thanks for the review! Incidentally the music isn't custom but was taken from freemusicarchive.org.
Space Funeral Review
Thanks for the review! Lucy is in there because she rules. I was reading a volume of the Complete Peanuts when I was making this game and I felt like including a shoutout (also I think I mentioned it somewhere but Phillip's character design was kind of influenced by Charlie Brown as well). I guess here is as good a place to mention that the phrase "Au revoir, kid!" which Lucy says when you rent a boat is actually said by Peppermint Patty in the original comics. I deeply regret and apologise for this blatant departure from the Peanuts canon.
The static characters were kind of inspired by Gary Panter's "Jimbo In Purgatory" comic which has a lot of really stiff and uh compressed looking grotesque characters moving awkwardly around in fixed poses. I really liked the effect.
The battle system in the game was basically a long chain of compromises. The defence problems you mention are something I tried over and over to get rid of but never really did, partly because I wanted to keep the numbers generally low and simplified and this isn't an approach that works well with the RM2k3 battle formulae. For a while I considered trying to make a very basic CBS by just scripting out all the possible attacks etc in the battle events tab but this was a lot of work and hard to do with the commands available. Even the "MYSTERY" option bugged out for some people. It's a poor craftsman who blames their tools etc but ultimately I wasn't interested enough in battle systems in general to try to work out the kinks. I also wanted to make the game finishable by people who aren't interested in rpg battles (like myself) so the skills were more used as an optional way to make the battles go faster than as something necessary to use.
Also yeah there is a Captain Skull cameo! Captain Skull rides on.......
The static characters were kind of inspired by Gary Panter's "Jimbo In Purgatory" comic which has a lot of really stiff and uh compressed looking grotesque characters moving awkwardly around in fixed poses. I really liked the effect.
The battle system in the game was basically a long chain of compromises. The defence problems you mention are something I tried over and over to get rid of but never really did, partly because I wanted to keep the numbers generally low and simplified and this isn't an approach that works well with the RM2k3 battle formulae. For a while I considered trying to make a very basic CBS by just scripting out all the possible attacks etc in the battle events tab but this was a lot of work and hard to do with the commands available. Even the "MYSTERY" option bugged out for some people. It's a poor craftsman who blames their tools etc but ultimately I wasn't interested enough in battle systems in general to try to work out the kinks. I also wanted to make the game finishable by people who aren't interested in rpg battles (like myself) so the skills were more used as an optional way to make the battles go faster than as something necessary to use.
Also yeah there is a Captain Skull cameo! Captain Skull rides on.......
Space Funeral Review
post=jimbo
I guess I saw the potential for an Earthbound-style ending, where Philip stopped crying
It was too late for him... but yeah I know what you mean! Also it was less that Leg Horse was the only one who knew/remembered and more to do with his role in the game itself. Like it doesn't make sense in terms of an actual world being changed but it's more to do with a videogame that was changed/corrupted, like all the useless oneliner NPCs stay useless and oneliner except they're slightly more grotesque, and Phillip is just a generic silent rpg protagonist with no real motivations except now he has just enough offputting details to not quite fit. Leg Horse still has some degree of backstory though because it fits into a generic secondary-character archetype of you know deposed princes turned into frogs or whatever. This wasn't really developed in the game that much though and originally he was just going to talk in incomprehensible out-of-context lines from whatever the original game plot was ("Kronos is a tyrant... but he still deserves a fair trial!" or just random lines from Final Fantasy 3 (the end reveal was originally gonna show the game to take place in the world of Final Fantasy 3 but I haven't actually played it so I just used a generic rpg world (this explains the little ram heads too kinda))) but in the end I decided to make him a real character just to give the game some focus. These explanations are sort of contradictory actually but oh well.
also just to clarify I'm not trying to justify stupid shit in the game (dracula...) or say UGH YOURE GETTING IT WRONG or anything! i just like rambling about this stuff too and batting ideas around.
basically this game is a paper rad mario fangame.
Space Funeral Review
post=jimbo
I thought this game was compelling. The entire setting was intrinsically moving, far more so that I can usually find with any flavor of traditional RPG fare.
It also featured one of the most intelligently implemented ideas for a game I've ever played. What that idea was cannot be precisely quantified - you're talking philosophy of the mind type of stuff - and I think it's funny that there's some attempt to fit it all into the realm of RPG tropes here. That said, in some ways I think the game failed to deliver; the postmortem imagery and repetitions of "it's too late for you" never turned into anything important, for instance, and definitely the battles felt like an afterthought. The whole theme of sadness and death wasn't really developed, and I think the part at the end where it all came together was very rushed. I think it would have been cooler if the undoing of Moon's madness was a perfect arrangement of chaotic happenstance rather than a disembodied leg-creature's revenge quest... you know? Symmetry.
But then again, the blood wizard scene was probably the most intense thing I've ever seen in pixel form. Overall, I think the game did something and said something unusual and genuinely intriguing, even cerebral, which is really quite an accomplishment. Thanks for the game.
Thanks for the comments! I definitely agree that there's a lot of stuff which doesn't really get fleshed out that much, the game is kind of a mix between an actual idea being expressed and just throwing in stuff I thought was funny. The postmortem stuff actually is kind of a holdover from the first idea I was gonna make the game about, where it really did involve an elaborate funeral which turned out to be your own or something, but I didn't think that went anywhere and I changed it around when I was writing dialogue for the first wizard guy. I generally like scattershot approaches to this stuff although obviously your mileage may vary!!
I disagree about the end though! The point wasn't to show that Moon's ideas were selfdefeating or whatever (if nothing else they were actually a kind of warped version of my own opinions on this stuff) but rather if anything that she didn't go far enough, that despite all the weird stuff on top the game was still a fairly straight/traditional RPG in many ways and so it was kind of inevitable that people would fight to reclaim their reactionary boring rural idyll etc. I'm not explaining it well but it was kind of about the generic rpg stuff fighting against the awful world I made them live in aaaa that sounds awful maybe I should shut up huh
Space Funeral Review
post=205659
Even though this is obviously targeted at me, I agree with it.
It wasn't targeted at anyone! aaaa why cant you guys make topics about this stuff so i can argue without sounding like i am "pulling a max mcgee" (sorry max mcgee!!)
Space Funeral Review
It was made in RPG Maker because the most interesting thing about electronic games is not whatever boring calculator/boardgame shit passes for gameplay but the ability to make and explore a space which is experienced in a completely different way than in other media, which leads to differences in pacing and structure etc.
Space Funeral Review
Thanks for the review! It's really not a parody at all apart from like a couple of lines and the forest castle cutscene or whatever. I wouldn't even call it a comedy as opposed to a lighthearted adventure game but thats just me I guess. The final section was based on a line from Italo Calvino's "Invisible Cities" as well as being a joke about the RM chipset system.
SPOLOIR PSOIRLE SOILEPR
Moon was actually kind of an exaggerated parody of my own gamemaking ideas in that she's someone who'd rather live in a horrible grotesque mspaint bloodworld than sit through the same boring "polished" graphics leading to entropy etc. It's kind of facetious because it turns out your goal is to turn the world back into another generic rtp game.
It was actually all 70s british electronica iirc (fuck woodstock). The only actual psychedelic track in the game is the battle victory / game over theme which was taken from 7&7 Is by Love.
SPOLOIR PSOIRLE SOILEPR
Moon was actually kind of an exaggerated parody of my own gamemaking ideas in that she's someone who'd rather live in a horrible grotesque mspaint bloodworld than sit through the same boring "polished" graphics leading to entropy etc. It's kind of facetious because it turns out your goal is to turn the world back into another generic rtp game.
Most of the songs sound straight out of Woodstock, or at the very least modern interpretations of that entire movement.
It was actually all 70s british electronica iirc (fuck woodstock). The only actual psychedelic track in the game is the battle victory / game over theme which was taken from 7&7 Is by Love.
Space Funeral Review
ahahaha
Phillip was actually kind of inspired by Charlie Brown because I was reading one of those Complete Peanuts books at the time (also explaining presence of Lucy (Lucy owns)). There was a little of that though (a..v..e..n...g..e......m..e....) but you guys can take it right *punches arm a little too hard* RIGHT
Phillip was actually kind of inspired by Charlie Brown because I was reading one of those Complete Peanuts books at the time (also explaining presence of Lucy (Lucy owns)). There was a little of that though (a..v..e..n...g..e......m..e....) but you guys can take it right *punches arm a little too hard* RIGHT